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https://github.com/mordentral/AdvancedSessionsPlugin.git
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fixed image
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@@ -52,14 +52,18 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(APlayerController *Pl
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//Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
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//Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
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SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
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SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
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// Removed as I changed the image bit code to be RGB
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/*
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//Swap R and B channels because for some reason the games whack
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//Swap R and B channels because for some reason the games whack
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for (uint32 i = 0; i < (Width * Height * 4); i += 4)
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for (uint32 i = 0; i < (Width * Height * 4); i += 4)
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{
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{
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uint8 Temp = oAvatarRGBA[i + 0];
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uint8 Temp = oAvatarRGBA[i + 0];
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oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
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oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
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oAvatarRGBA[i + 2] = Temp;
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oAvatarRGBA[i + 2] = Temp;
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}
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}*/
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UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_B8G8R8A8);
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UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
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//MAGIC!
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//MAGIC!
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uint8* MipData = (uint8*)Avatar->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
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uint8* MipData = (uint8*)Avatar->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
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@@ -67,6 +71,7 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(APlayerController *Pl
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Avatar->PlatformData->Mips[0].BulkData.Unlock();
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Avatar->PlatformData->Mips[0].BulkData.Unlock();
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// Original implementation was missing this!!
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// Original implementation was missing this!!
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// the hell man......
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delete[] oAvatarRGBA;
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delete[] oAvatarRGBA;
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//Setting some Parameters for the Texture and finally returning it
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//Setting some Parameters for the Texture and finally returning it
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